( April 21, 2008 )

Quest Log (almost there) & Quest Log Team

So, after my retirement as the Reporter I was visited by a second wind of enthusiasm for Ashen Empire fan-driven projects. FujiQ announced a poll which took opinions on which elements would be developed next by the Pixel Mine/Iron Will Games staff. Two of these items (Spawn Map) and(Quest Log) were ones that I was both interested in and had drawn up initial designs for.

Immediately I realized if I didn’t act now, my opportunity would be lost. So, I dug in and gave the Quest Log a permanent home at the Heroes Inn (heroesinn.com/questlog), made a decent template for the whole thing.

Up until now myself and King Zanketo had been using the admin system I set up (which did have a good color scheme, yay), but now I needed some way of importing that into this new layout as well as integrating the Heroes Inn accounts into this Quest log and giving access to the admin features to those who needed it. It was a bit tricky, but it all was accomplished and today we set about increasing the Quest Log Team, who will build and maintain this tool for everyone.

So this is just an update saying progressing is being made and I (hope) to have a lot of the features out this week, for a little public viewing.

( April 14, 2008 )

A Book Closed

Today I officially retired from my AE Reporter position. I’m taking a step back, out of the community for a bit. I thank those of you who read my reports, this won’t be the end of the blog, simply my association with the AE Reporting.

( April 1, 2008 )

That ol’ Retro Feeling…

I was hunting lightning slugs far west of Chelra, on the Broken Finger, when it occurred to me. This place is a lot different. The Broken Finger area had a real ‘old-style’ feeling to it. The lay out of the area, the monsters, the drops (Battle Armor of Waking, truly a modern piece of a warrior’s attire), just the feel of being in that area felt like you were retrogaming in a sense.

It was interesting and at the same time very soothing. It felt like the hustle and bustle slowed down, and the stress left. It wasn’t all about grinding, or overpowered weapons, or incredibly difficult mobs. It was a swampy, boggy place, which was very isolated. There was no fast way to get here, whether you came from Parian or Whisperdale, there was no quick way about it.

One could say that the “Old Hunting Ground” (in which I’m grouping Werewolf Island, Broken Finger (the area, not the dungeon), Hell and Badlands), were similar to a Nintendo Entertainment System. The lands of Talazar’s Revenge, however, are a step up. I would say they’re the SUPER NES.

Talazar’s Revenge (seemingly) has complicated quests, overall tougher monsters and a new set of graphics. It’s a new setting with generally more armor and weapons more widely used than “Old Hunting Grounds,” and I like to spend most of my time there. I feel it’s more modern than the mainland, but not as up-to-date as the newer areas (which we’ll get to).

I find TR entertaining. The controls are simple and I have a good time. I feel like the “Old Hunting Grounds” are like an outdated, and too-simple control stick. One which you can manage, but manage too easily. I feel that the newer lands have a N64-controller type of feel. The type of understanding that you have to ask the kid of the generation under you, “Which button do I push?” For me, personally, my comfort area is Talazar’s Revenge. The concept of grinding at Dragons is slightly frightening, and the hunting of lightning slugs is somewhat uneventful.

Now, if TR was a Super NES, then Sands of Creation (SoC) is the Nintendo 64. Completely updated graphics! New quests! New challenges! It’s a lot of content, specifically designed for hours of enjoyment. I feel, however, that SoC doesn’t have the same replay value that TR does. Once I do the Caiman Quest, or Fire Elemental Quests, I won’t be going back…ever. (Just let it be noted I’ve never seen an actual Dragon mob, I’m that much of a nub).

SoC is the latest and greatest. The best items, across the board, plus the new levels and skills it brings with it. Honestly I don’t feel like I’m ready for it, and it’s probably one of the reasons I don’t go there too often. I’d rather take it slower (which is why I like TR).

I can only imagine, from the spoilers of Tides of Fate (ToF) that we’ve seen, the meetings of the PVP council, the talk of Guild Halls and boats, that in the next few months we’ll start to gear up for the next stage. ToF, in my opinion, is going to have a Wii-sort of feel. It will, in a way, have a whole new set of controls (for your ship) that you’ll have to learn, and most of us will be “I’m crashing! Sharks! Seacows!”

I look forward to it, but I will always find comfort in the ease of the earlier areas. The hunting grounds which are now, and for a long time, have been vacant. You don’t hunt there for drops, because honestly, if you got one no one would buy it. They aren’t worth anything. But that’s not why I find myself in Mushroom land now and then. I find myself looking at these older areas, trying to hold on to the comfort and feeling they provide when I see all the screenshots and read all the discussions about NEW areas and NEW weapons and NEW expansions.

Yet, I know soon that those areas will go away. A new graphical update is coming, and the graphics from years ago will be replaced by graphics of today. They’ll still be as vacant, but slowly by slowly, development (as it always does) catches up with us. Adventure, and remember.

( March 31, 2008 )

The Return of the Heroes Inn

It drifted farther and farther away from what I was currently working on. A stack of projects, all of which slowly getting worked on, but the Heroes Inn project slowly sank deeper and deeper in that stack. Not what I had intended at all.

Now, I know a few people have mistaken my recent burst of motivation for this project as some rebellious move against Iron Will Games, but in fact it isn’t. I’m not trying to harbor resentment or ill-will toward Pixel Mine, Iron Will Games, their staff or their efforts.

I know FujiQ, their marketing director isn’t a native web developer. I applaud her efforts to become familiar with them and do the tasks which concern the website, and forum, and elements like that. I know my recent posts on the AE forum have been a little short, and maybe a tad rude, but it wasn’t meant to give the feeling I had any falling out.

I don’t want to splash negativity on any of IWG/PM’s projects. I just wanted to use this new direction that AE is taking as a chance to really branch out and establish a community on a community-based site, run by community members.

I’m done using the word ‘community.’

That’s all. I’ve spent the last month learning about forum integration, which means a lot of useful tools which run off your forum account but aren’t associated with the forum (like the Quest Log).

( March 29, 2008 )

The Late Winter Wrap-Up

Okay. Lots of stuff happened.

To be honest, stuff happens too quickly and gets around to really make it worth writing something about. When new stuff happens, by the time I would have written something, everyone already knows.

It’s been fun since my last report. Player-hosted events, Tides of Fate spoilers, the future of Ashen Empires in the hands of Pixel Mine. A lot of stuff happens and it’s difficult to keep up with it all, and then to report it in a timely fashion. Bad Tempester.

Now that Spring is here (looks out the window and sees it snowing), a new fresh year is upon us! Summer approaching fast and no doubt the end of the school year in a couple months, the (eventual) release of ToF, and the new marketing /production of AE by Pixel Mine means exciting possibilities and an increase in the player base.

Oh, and I shouldn’t forget the PvP Council. Yes, a Council of Players was formed to refine the directives, ideas and possibilities laid down by an original council of GMs and Devs, to rehash the player-versus-player aspects, but also the faction (Talazar/Lotor) of Ashen Empires. This isn’t just for Heroes Server, but would change how both servers operate. Now, I have no doubt that these changes would take time, but they are in motion.

I just wanted to do a little wrap-up and mention a few things before I forget about my responsibilities completely.

( March 19, 2008 )

Ran out of Ink

I’m finding it difficult to write. I know, how embarrassing. Possibly the simplest, easiest form of writing ever is a blog, and yet I can’t seem to actually *write.* I have stuff to write about, I’m just stuck. It’s been a month since my last entry, though I completely hope to end this little dry spell soon.

Filled under Thoughts by Tempester
(1) Comment
( February 5, 2008 )

Item Idol Worship

This is slightly complex, so I’ll try my best to make it clear.

The Item Idol Worship is what I refer the dwindling number of people who are required to achieve certain objectives. This is purely opinion and does not reflect any actual IWG-based errors. It’s a flaw in the gaming dynamic created by the community (though perhaps encouraged by certain features).

Case 1: Bosses (Lava Mold, Storm Giant Brothers, NFGI)
When Sands of Creation was released in December of 2006, I remember going on Lava Mold runs. I went on two, in fact, in January of that 2007, and I haven’t actually been back since. Now this was before Cursestrikers were common, and before any real SoC gear had been obtained. Titan gear, Caiman Gear, Warden, none of that equipment existed (in any amount which could be referenced as ‘common,’ unlike now).

It took at least 6, though safely ten adventurers (of ranging levels) to take down the Lava Mold. Inevitably at least one party member died. The one item dropped would be rolled for (or not, depending on party preference) between all participants.

A few days ago I saw someone solo the Lava Mold.

Many will say “that’s no problem” or “it’s easy” or “so what?” A year ago that would have been unheard of. That’s “so what.” One person can fight a boss. Get the drop. One issue is the fact that all the treasure are going to these boss-soloers. The other fact (and the one I’m more concerned about) is that the party element of hunting is dwindling. Why take ten when 3 will do? You have a better chance at getting the item, so don’t invite others.

How is this accomplished? See Case 2.

Case 2: Dragons
First there was the issues that parties didn’t allow for enough people to hunt Dragons (Party cap was 10 members). Then it was raised to 30, and a slew of dragon-boss hunting screenshots were posted. 25-30 member parties were fighting the dragon bosses. 25-30 people, for 2-3 drops per boss, not the best odds to get a piece of something, but you work enough, contribute enough and eventually you’ll get your share.

I’ve heard of a number of different methods to divvy up the booty from dragon hunts, most all of which reward those who participate in the grind. I’m not here to comment on any guild(s) method of rewarding their members. I simply wanted to point out how many people it took.

Then came the SoC gear. Dragonguard, Dragonscale, Warden, Flamereaver. Then came the Broken Finger Dungeon gear. Then came Eternium. Gear, some of which considered priceless and some of which goes for hundreds of dollars. Most all of which sells for at least a million, if not multiple million per piece.

The parties got smaller. Less people needed per party, greater chance per person to get a drop. Better gear makes hunting easier. Makes soloing easier. Makes supporting and healing easier. Makes doing massive amounts of damage easier. Resistances shot through the roof.

Rough Cedar Bow…
The next part is not surprising, in this life of God-like pieces of equipment. The Rough Cedar Bow.

Now, just take a moment. How long was Rough Cedar Bow in the drop table? For how many months, how many dragon runs had Rough Cedar Bow in the drop table as a possible drop? And how many were in game when they were buffed?

See OneEye’s quote, scroll down after clicking link.
(http://forum.ashenempires.com/topic.asp?TOPIC_ID=57305&whichpage=2)

Six. Six RCBs in the game after months of hunting.

Less than two weeks since that quote I spoke with an adventurer on Legends server. They had just finished completing SEVEN Dragon Boss runs. While I have no doubt that the grind to earn that many scales must have been legendary…SEVEN Dragon Boss runs. How many people did it take?

Seven Mages. Six Archers…with Rough Cedar Bows.

Now I didn’t ask if they had a tank and I’m sure they did, but that is a party of 13 (possibly 14) people. I may not have all my facts straight, but from what I understood it was seven mages, six RCBs..and I’m assuming a tank. Fourteen people. Six months ago it was TWICE that. Now, thanks to the incredible items, what used to take a party of adventurer now only takes half that amount.

This party alone had six RCBs. How many are there now in game? Across both servers? This wasn’t even how many were on Legends server, simply how many were in this specific hunting party.

Seven runs with 5 bosses per run, 2-4 possible drops (average 3, not counting scale drops), is 15 items per run, 75 items total. 75 Items. Now, I know a good chunk of those are considered “worthless.” A small handful are considered “priceless,” and the rest are worth at least a few million per piece.

What’s it all mean, Basil?!
Items. Items are shaping how we play this game. They are shaping WHY we play this game. They are the objects of our desires and the rewards of our sacrifices and patience. We spend countless Corpse Summons to protect our items ($4). We are willing to lie and deceive our guildmates for items. We are willing to throw away friendships for items.

No one wants to complain about the recent item trends, high orb boosts, high resistances. Everyone wants these super-powered items. Everyone wants to be the next Meilute, the next Meatwad. The next God-like player with thousands more hit points and hundreds more armor than anyone (regardless of build) had a year ago.

I don’t hunt Dragons. I know there are factors which others have brought up, such as players figuring out dragon tactics and thus don’t need as many people. But I don’t need to be there to see the screenshots or hear the stories of boss runs and new equipment. Perhaps my knowledge of certain events may be a little fuzzy, but what I do notice is the trend of equipment which has been released in the last year compared to before.

Even the Dalvon set is better than ANY other comparable armor for a level 20…and of course better than craftable armor. Well that’s enough for now. I just wanted to give you something to think about if you haven’t already committed to the grind, or if you ever question why it is you do what you do.

( January 29, 2008 )

Gold, Beautiful Gold

I know much can be said about “tokens” and how they influence and drive our current economy. Some would argue gold is worthless in the game now as everything is about tokens. While all of that is opinion, there is one thing which is true and that is that gold is dropping in larger amounts from the monsters of Ashen Empires.

The following is a combination of facts combined with speculation.

Gold. The precious metal which we use as the lifeblood of our economy. As a crafter, and thus a seller to adventurers, I always found it interesting how easy I could make money crafting compared to hunting. I pondered about how adventurers could afford to really “adventure” between healing, stamina and repair potions, ammunition for bows, crossbows and slings, and then of course upgrading weapons and armor.

It is well known that adventuring, especially boss hunting, can result in a very lucrative business, but you can’t always count on that and you surely can’t state that it will work for everyone. So while selling items dropped from bosses is a good way for some it isn’t a sure way for everyone and definitely isn’t a method that a new player can adopt into their adventuring.

Back to the gold. Back in December, 2007, something “shifted” in the world of Dransik.
Patch Notes:
http://forum.ashenempires.com/topic.asp?TOPIC_ID=55865

And since that date… (over a month ago) I’ve been meaning to write this article.

Since December I have noticed more gold being dropped by monsters. A variety of monsters. I’ve found myself a significant amount wealthier after coming back from a long hunt (compared to amounts recovered from hunts previous). While I made a small fortune last night hunting Rock Trolls for 3-4 hours, I was more pleased to find out that the monsters around Starter Towns (Silvest, Krog, Whisperdale) were dropping larger amounts of gold.

Not only gold, mind you, but other valuable resources as well. It was noted to me on two different occasions that it appeared potions were appearing more often in the corpses of the fallen and some equipment and weapons as well! (See the Epic Set article for more details).

More supplies, both of gold and potions, have been available for the new adventurers of this land for the last couple of six weeks or so. While this is something to celebrate you have to keep in mind the inflation which has occurred as well. Blood Bandages a year ago were 200-250 gold each. Then they were 400 six months ago. Now people are charging 500 to 1000 gold PER blood bandage. So, while there is more gold coming into to the banks, there is also more going out to purchase supplies.

In conclusion, I think that the overall change here is good. The inflation really doesn’t affect new players because the shop prices in towns hasn’t increased. The gold they can now earn in larger amounts allows them to get their adventuring supplies more easily. These prices are set by the game, and not by players, unlike everything else in the game once you adventure out of these starting areas. I believe this change gives new players a stronger leg to stand on when starting out and hopefully this year will prove a prosperous time for the new adventurers.

Filled under Thoughts by Tempester
(1) Comment
( January 29, 2008 )

Quest Log: Facelift and User Input

Almost two weeks from the initial post about the Quest Log, I’m ready to talk about it again.

I’ve spent the last two weeks getting myself *very* familiar with more of these Content Management Systems, basically using PHP and MySQL (database) to accomplish this. The first thing to fix was all the form fields that users were using to enter quests and steps into the database. A simple ‘ or ” could screw up the entire process if not properly accounted for and dealt with. So, that’s all taken care of, no (or limited) MySQL abuse can occur now.

Secondly, I attached a nice little Cascading Style Sheet (CSS) to the page which changed the font, layout, color scheme. For people not familiar with this, it’s basically the style code for the website. It dictates fonts, colors, etc. Everything you could manipulate about pictures, text, forms, etc. I don’t want to show you want it looked like before, but here is a link to the screenshot of what it looks like now:

http://www.heroesinn.com/images/questlogpreview.gif

Now keep in mind this is the Administrative page, for inputing/editing the quests in the log. This isn’t what the end user (players) will necessarily see. I find it a lot easir to use the Admin section of the Quest Log now that it isn’t an eye sore. Speaking of Administration of the quest log, I’m currently looking for volunteer staff who wouldn’t mind input the quests, steps, rewards, etc and keeping it up to date for upcoming things. The Log is even at this moment scalable for Tides of Fate quests.

For more details about the Quest Log including features, staff, etc:
http://heroesinn.com/forum/viewforum.php?f=8&sid=edb3c0adcb8c31c872abcf80a15184f8

( January 24, 2008 )

Bow and Blade

I draw from the AE Forum Topic created by Meilute found here:
http://forum.ashenempires.com/topic.asp?TOPIC_ID=57305

The following is an Opinion article drawing on real life facts which may not always apply to a game setting.

The first post in that topic makes the comparison. The Rough Cedar Bow versus the Ancient Sword of Agon.

Now, I’m not commenting on should the bow have been buffed (prior to the Jan 23rd update it was not this good), or should every “common” build have a end-game weapon. I’m not commenting on whether people should orb-reset their characters to use this weapon or if the process of obtaining this weapon is balanced with its benefits.

I am writing about the concept of the Bow (distance weapon, capable of delivering damage of varying types depending on ammunition) and the Blade (melee weapon, single-damage type weapon).

This entry I believe will take on more length as I decide to revise it. For now I just want to point out a couple of things to consider.

1) Bow - It’s All About Shot Placement
An arrow isn’t lethal simply because it’s an arrow.

Non-fiction: There are many places in your body where a piercing wound can occur and you not be in serious harm. Yes, it’ll hurt, but lethal..no. There aren’t many places which would deliver a instant lethal wound with an arrow. You would need repeat puncture wounds even in vital areas to deliver a quick death. You also have to keep in mind the more powerful the bow is the more strength it uses to fire. You have to hold the weight of the bow out from your body (which is a feat in itself if done for several minutes), and then for each arrow fired you must pull back against the tension, then hold that potential until you have aimed and released. It’s exhausting and not nearly as quick as swinging a sword.

Boromir's Death

Fiction: Lord of the Rings: Fellowship of the Ring. Boromir is injured by many arrows. It takes many arrows to deliver the fatality to the son of the Steward of Gondor. What I’m trying to point out is that a typical hero character (like the ones we plan in Ashen Empires) should not be felled by a single arrow. The arrows that struct down Boromir came from a strong Orc wielding a composite bow. It is a brutal wound, but it takes time for wounds like that to kill.

The benefit of the bow is distance. Wounds can be inflicted from a distance, and depending on your weapon, anywhere between a few feet or over 300 yards (longbow — something NOT in Ashen Empires). Injured and out of the battle is different than death. An arrow wound might cause a foot soldier to be out of the battle, but that doesn’t mean he was killed.

Bows were a means of support for the spirit of true combat, the melee skirmish.

2) Blade - There can only be one!Highlander

Okay. We could talk about armor all day. I’m not here to discuss the types of swords, types of attacks, types of damage or how armor comes into play. I’m talking about when a sword, axe or edged weapon lands a successful hit…it is hard not to be devastated. You’ve either just lost a limb, lost the use of that limb, or have a hefty chunk missing from you.

Now, given a long enough time line a sword and bow are just as lethal. They will both end up killing their victim. What I’m trying to point out is that the average number of strikes with a sword is less than that with a bow to finish a target. Through this you can clearly see that the sword (on average) should be doing MORE damage than the bow (per strike).

I’m not discussing Effort vs. Exploitation (haha, math nerds) in the case of MMORPG work vs. reward. There has to be some logic to this system. Just because a bow is difficult to get doesn’t mean it should be illogical. There should be a sword (or some other edged weapon) which should ALWAYS out-power the bow. Those are just the logical rules of weapon classes.

What to do?

I know this seams unfair in a game sense, because achievers want to obtain the best they can.  I’m not saying a bow can’t do a certain amount of damage nor that ranged combat is weaker than melee combat. I just think that a bow’s damage-per-second (DPS) should not be as high as a melee weapon (of equal level) because that doesn’t follow any logical train of thought. Now, that would be a real life argument. I can always do more damage with an axe than I can with an arrow whether the target be living or not. In a game, everything changes.

I think good, powerful bows should exist. Bows are very useful and strategic weapons. They are used for support fighters (supporting the tanking warrior), the blade is king when it comes to lethality.

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